using System; using System.Collections.Generic; using System.Linq; namespace Decentralized.Domain { /// 货的种类:违禁品、高科技物品、显卡。 public enum GoodKind { Contraband, Tech, Gpu, Goods } /// 黑市货架上的一种货。显卡的 Item 是 "gpu:型号",Model 是标称型号,FakeOf 非空表示背后是别的芯片(买家看不到)。 public class BmGood { public string Item; public GoodKind Kind; public int Level; public int Price; public string Model, FakeOf; public double Health; } /// 现货柜台上的一件货:剩余件数、含溢价的单价(信用点)。 public sealed class BmOffer : BmGood { public int Qty; } /// /// Web3 黑市:黑市派系在链上的实体。货架上主要是违禁品(档次随黑市声望放开),偶尔有高科技物品和显卡(加价), /// 现货只收币,脏币也收,付出去的币连同按比例的污点一起留在卖家那边;Ponero 兑换处把任意币兑成无法追踪的 Ponero(这部分价值的污点被清除),有每日额度和手续费。 /// 镇压期间整个平台下线。 /// public sealed partial class BlackMarket { public List Offers = new List(); public int RefreshedDay = -999; /// Ponero 兑换处当天已兑换的价值(信用点)及其日期。 public double DeskToday; public int DeskDay = -1; /// 违禁品池:游戏物品 id 与违禁等级(1 低、2 中、3 高)。都是能转手的货(枪械、钥匙卡、密码解序器芯片、爆炸物);弹药、毒品、药品玩家用不上,不上架。 public static readonly KeyValuePair[] Pool = { P("handmade_pistol", 1), P("printed_gun", 1), P("stun_baton", 1), P("eng_keycard", 1), P("med_keycard", 1), P("ser_keycard", 1), P("sup_keycard", 1), P("crypto_module_ser", 1), P("crypto_module_sup", 1), P("revolver", 2), P("heavy_handmade_pistol", 2), P("flashbang_grenade", 2), P("smoke_grenade", 2), P("sci_keycard", 2), P("sec_keycard", 2), P("crypto_module_eng", 2), P("crypto_module_med", 2), P("shotgun", 3), P("smg", 3), P("c4", 3), P("cmd_keycard", 3), P("crypto_module_sec", 3), }; /// 高科技物品池(不是违禁品,黑市上要加价):矿机能用上的系统模组、能量电池、能量阵列,和矿架本身。 public static readonly string[] TechPool = { "system_module_overclock", "system_module_performance", "system_module_quality", "system_module_eco", "system_module_efficiancy", "system_module_fineness", "system_module_streamlining", "energy_credit_ext", "energy_credit_hyp", "energy_credit_breeder", "powerblock", "module_extractor_advanced", "pd_rig", }; private static KeyValuePair P(string id, int level) => new KeyValuePair(id, level); public static bool Open(int rep) => rep >= Tuning.BmOpenRep; public static int MaxLevel(int rep) => rep >= Tuning.BmHighRep ? 3 : rep >= Tuning.BmMidRep ? 2 : rep >= Tuning.BmOpenRep ? 1 : 0; public static bool DeskOpen(int rep) => rep >= Tuning.PoneroOpenRep; public static int StockCount(int rep) => Tuning.BmStockBase + (int)Math.Max(0, rep / Tuning.BmStockPerRep); /// 货的加价:违禁品 0,高科技、显卡各有额外加价(在现货溢价 / 订单折扣之外)。 public static double Extra(GoodKind k) => k == GoodKind.Tech ? Tuning.BmTechMarkup : k == GoodKind.Gpu ? Tuning.BmGpuMarkup : 0; /// 现货单价(信用点):基础价 ×(1 + 溢价 + 货的加价)。 public static int PriceOf(long baseValue, GoodKind k = GoodKind.Contraband) => (int)Math.Max(1, Math.Round(baseValue * (1 + Tuning.BmPremium + Extra(k)))); /// 抽 count 种货:高科技(中档声望起)和显卡按概率换掉违禁品。value 给出游戏物品的基础价;显卡的基础价按标称型号与成色算。 private List Roll(int count, int day, int rep, Rng rng, Func value, Func price) { var goods = new List(); var pool = Pool.Where(x => x.Value <= MaxLevel(rep)).ToList(); var tech = TechPool.ToList(); var gpus = UsedDealers.Pool(day); for (int i = 0; i < count; i++) { double r = rng.NextDouble(); if (r < Tuning.BmGpuChance) { bool fresh = rng.Chance(Tuning.BmGpuNew); var c = UsedDealers.Card(gpus, fresh ? 0 : Tuning.BmGpuFake, 0, rng); if (fresh) c.Health = 100; goods.Add(new BmGood { Item = "gpu:" + c.Model, Kind = GoodKind.Gpu, Level = 2, Model = c.Model, FakeOf = c.FakeOf, Health = c.Health, Price = price(CardValue.Of(c.Model, c.Health), GoodKind.Gpu) }); } else if (r < Tuning.BmGpuChance + Tuning.BmTechChance && tech.Count > 0) { int k = rng.Range(0, tech.Count - 1); string id = tech[k]; tech.RemoveAt(k); long v = value(id); if (v > 0) goods.Add(new BmGood { Item = id, Kind = GoodKind.Tech, Level = 3, Price = price(v, GoodKind.Tech) }); } else if (pool.Count > 0) { int k = rng.Range(0, pool.Count - 1); var pick = pool[k]; pool.RemoveAt(k); long v = value(pick.Key); if (v > 0) goods.Add(new BmGood { Item = pick.Key, Kind = GoodKind.Contraband, Level = pick.Value, Price = price(v, GoodKind.Contraband) }); } } return goods; } /// 最近一个该上新的夜晚(不晚于 day):夜间结算时 day 还是当天,第二天早上才看到货,所以周一的货在周日夜里上。 public static int LastRefreshNight(int day) { for (int d = day; d > day - 7; d--) if (Tuning.BmRefreshWeekdays.Contains((d + 1) % 7)) return d; return day; } /// 到了上新日(或首次开放时,错过的上新日在下一晚补上):按声望开放的档次抽 StockCount 种货,每种 1–3 件(高档与显卡、高科技 1 件)。 public bool Refresh(int day, int rep, Rng rng, Func value) { if (!Open(rep) || RefreshedDay >= LastRefreshNight(day)) return false; RefreshedDay = day; Offers.Clear(); foreach (var g in Roll(StockCount(rep), day, rep, rng, value, PriceOf)) Offers.Add(new BmOffer { Item = g.Item, Kind = g.Kind, Level = g.Level, Price = g.Price, Model = g.Model, FakeOf = g.FakeOf, Health = g.Health, Qty = g.Kind != GoodKind.Contraband || g.Level == 3 ? 1 : rng.Range(1, Tuning.BmSpotQtyMax) }); return true; } /// 买一件:付 asset 币。付出的币按它的脏比例带走脏枚数,成本按价值比例留在卖家那边。成功返回 true,库存减一。 public bool Buy(BmOffer o, Wallet w, string asset, Func price) { if (o == null || o.Qty <= 0 || asset == Assets.CRC) return false; double p = price(asset); if (p <= 0) return false; double qty = o.Price / p; if (w.Avail(asset) + 1e-9 < qty) return false; double total = w.Value(price); double share = total > 0 ? Math.Min(1, o.Price / total) : 0; w.Basis -= w.Basis * share; w.Add(asset, -qty); o.Qty--; if (o.Qty <= 0) Offers.Remove(o); return true; } /// 夜间 NPC 买家:现货和商家货架上每件货各按 被买走,卖完下架。返回卖出的件数。 public int NpcBuys(Rng rng) { int total = 0; foreach (var o in Offers) { int n = NpcSold(o.Qty, rng); o.Qty -= n; total += n; } foreach (var l in Catalog) { int n = NpcSold(l.Qty, rng); l.Qty -= n; total += n; } Offers.RemoveAll(o => o.Qty <= 0); Catalog.RemoveAll(l => l.Qty <= 0); return total; } private static int NpcSold(int qty, Rng rng) { int n = 0; for (int i = 0; i < qty; i++) if (rng.Chance(Tuning.BmNpcBuyChance)) n++; return n; } /// Ponero 对信用点的价格:跟随 PSC。 public static double PoneroPrice(double pscPrice) => pscPrice * Tuning.PoneroPscRatio; public double DeskLeft(int day) => Math.Max(0, Tuning.PoneroDailyCap - (DeskDay == day ? DeskToday : 0)); /// 兑入 Ponero:from 币 amount 个,扣手续费后按 Ponero 价到账;兑掉的币连同其中的脏枚数一起消失,换来的 Ponero 是干净的。返回到账数量,额度或余额不足返回 -1。 public double ToPonero(Wallet w, string from, double amount, int day, Func price) { double value = amount * price(from); if (from == Assets.Ponero || amount <= 0 || value <= 0 || w.Avail(from) + 1e-9 < amount || value > DeskLeft(day) + 1e-9) return -1; w.Add(from, -amount); double got = value * (1 - Tuning.PoneroFee) / price(Assets.Ponero); w.Add(Assets.Ponero, got); w.RecordBuy(Assets.Ponero, got, value); Spend(day, value); return got; } /// Ponero 兑出成 to 币:手续费同上,计入当天额度。返回到账数量,不足返回 -1。 public double FromPonero(Wallet w, string to, double amount, int day, Func price) { double value = amount * price(Assets.Ponero); if (to == Assets.Ponero || amount <= 0 || value <= 0 || w.Avail(Assets.Ponero) + 1e-9 < amount || value > DeskLeft(day) + 1e-9 || price(to) <= 0) return -1; w.Add(Assets.Ponero, -amount); double got = value * (1 - Tuning.PoneroFee) / price(to); w.Add(to, got); w.RecordBuy(to, got, value); Spend(day, value); return got; } private void Spend(int day, double value) { if (DeskDay != day) { DeskDay = day; DeskToday = 0; } DeskToday += value; } } }